I read in the Blender 5.0 documentation that Voronoi was rewritten to be more efficient, but this permanently changes the seed and values.
I have a relatively complicated procedural landscape material I built a while ago for a long term project, I made it within version 4.5
For this project I’d like to use some of the improvements in 5.2 but now I am seeing that my material looks pretty different. I had it exactly how I wanted it, and after tweaking it in 5.2 I am struggling to get it to look the same way.
Does anyone know if its possible to exactly replicate my previous material or is that impossible after the new voronoi changes? I’d like to avoid baking these to texture maps if I can, the point of these procedural materials was to get very detailed painterly effects on large landscape tiles, I would need 8k or higher textures for the same results.
I can share the nodes and images if necessary, but it all comes down really to the fact that the voronoi has changed its internal math.
Thanks man, here’s how its supposed to look. Its voronoi and noise messing with the normals to make the shadows look painterly, and then base color is a mix of colors with a base color from Gaea where I simulated the landscape pieces.
i don’t know if this is too much effort, but since blender is open source, it might be possible to go grab the old voronoi node and reintegrate it? its an odd choice to remove it altogether, I feel like usually they keep stuff like that around as an option in a dropdown called “legacy” or something
Yea i agree, id have hoped there would be an option to retain the previous version of Voronoi. I think I’ll just render in 4.5, and import the simulations from 5.2 I need as baked sims instead of doing everything in 5.2